Skip to main content

The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education

  • Chapter
  • First Online:
V-Learning

Abstract

Serious Games, a term coined by Ben Sawyer, has been defined as games used for training, education, and learning. In this chapter we discuss the power of these types of games, who is using them, and why higher education should be thinking more about how to integrate them into the curriculum. It will further set the stage for why and how we have used 3-dimensional virtual learning environments for distance courses at North Carolina State University.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

eBook
USD 16.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • BECTa. (2001). What aspects of games may contribute to education? Coventry: Author.

    Google Scholar 

  • Beck, J. C., & Wade, M. (2004). Got game: How the gamer generation is reshaping business forever. Boston: Harvard University Press.

    Google Scholar 

  • Begg, M., Dewhurst, D., & Macleod, H. (2005). Game-informed learning: Applying computer game processes to higher education. Innovate Journal of Online Education, 1(6).

    Google Scholar 

  • Bok, D. (2006). Our underachieving colleges: A candid look at how much students learn and why they should be learning more. Princeton, NJ: Princeton University Press.

    Google Scholar 

  • Bos, N. D., & Shami, N. S. (2006). Adapting an offline learning game for online play. Educational Technology Research and Development, 54(6).

    Google Scholar 

  • Broache, A. (2008). Ban ‘Second Life’ in school and libraries, Republican congressman says. Retrieved May 7, 2008, from http://www.news.com/8301-10784_3-9937956-7.html?part=rss&subj=news&tag=2547-1_3-0-5

  • Carlson, S. (2003). Can grand theft auto inspire professors? Retrieved February 10, 2005.

    Google Scholar 

  • Cosman, P. H., Cregan, P. C., Martin, C. J., & Cartmill, J. A. (2002). Virtual reality simulators: Current status in acquisition and assessment of surgical skills. Australia New Zealand Journal of Surgery, 72, 30–34.

    Article  Google Scholar 

  • de Castell, S., & Jenson, J. (2003). Serious play. Journal of Curriculum Studies, 35(6), 649–665.

    Article  Google Scholar 

  • de Freitas, S., & Griffiths, M. (2007). Online gaming as an educational tool in learning and training. British Journal of Educational Technology, 38(3), 535–537.

    Article  Google Scholar 

  • Dede, C. (2002). Vignettes about the future of learning technologies. Washington, DC: U.S. Department of Commerce.

    Google Scholar 

  • Dewey, J. (1916). Democracy and education. New York, NY: Macmillan.

    Google Scholar 

  • Dugdale, J., Pallamin, N., & Pavard, B. (2006). An assessment of a mixed reality environment: Toward an ethnomethodological approach. Simulation & Learning, 37(2), 226–244.

    Google Scholar 

  • Eck, R. V. (2006). Digital game-based learning. EDUCAUSE Review, 41, 17–30.

    Google Scholar 

  • Essential facts about the computer and video game industry. (2006). Washington, DC: Entertainment Software Assosciation.

    Google Scholar 

  • Federation of American Scientists. (2006). Summit on educational games: Harnessing the power of video games for learning. Washington, DC: Author.

    Google Scholar 

  • Gee, J. P. (2003a). Video games in the classroom? Retrieved February 10, 2004, from http://chronicle.com/colloquylive/2003/08/video/

  • Gee, J. P. (2003b). What video games have to teach us about learning and literacy. New York: Palgrave MacMillan.

    Google Scholar 

  • Gee, J. P. (2005). Learning by design: Good video games as learning machines. E-Learning, 2(1), 5–16.

    Article  Google Scholar 

  • Hmelo, C., & Day, R. (1999). Contextualized questioning to scaffold learning from simulations. Computers & Education, 32(2), 151–164.

    Article  Google Scholar 

  • Harmon, A. (2003). More than just a game, but how close to reality? New York Times. Retrieved from http://tech2.nytimes.com/mem/technology/techreview.html?_r=1&res=9B0CE3D81F39F930A35757C0A9659C8B63&n=Top%2fReference%2fTimes%20Topics%2fPeople%2fH%2fHarmon%2c%20Amy&oref=login

  • Macedonia, M. (2000). Games soldiers play. IEEE Spectrum, 39(3), 32–37.

    Article  Google Scholar 

  • Moshell, J. M., & Hughes, C. E. (1996). The virtual academy: A simulated environment for constructionist learning. International Journal of Human-Computer Interaction, 8(1), 95–110.

    Article  Google Scholar 

  • Moulder, S. (2004, March). Fun with a purpose. Paper presented at the serious games summit, San Jose, CA.

    Google Scholar 

  • Oblinger, D. G. (2006). Games and learning: digital games have the potential to bring play back to the learning experience. EDUCASE Quarterly, 29(3), 5–7.

    Google Scholar 

  • Randel, J. M., Morris, B. A., Wetzal, C. D., & Whitehall, B. V. (1992). The effectiveness of games for educational purposes: A review of the research. Simualtion & Gaming, 23, 221–276.

    Google Scholar 

  • Saba, F. (2001). Why distance education will fail and harm higher education. Retrieved April 13, 2001, from http://distance-educator.com/de_ezine/download.php?op=geninfo&did=8

  • Shaffer, D. W., Squire, K. R., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87(2), 105–111.

    Google Scholar 

  • Soderberg, D. W., & Price, F. (2003). An examination of problem-based teaching and learning in population genetics and evolution using EVOLVE, a computer simulation. International Journal of Science Education, 25(1), 35–55.

    Article  Google Scholar 

  • Steinkuehler, C. A. (2004). Learning in massively multiplayer online games. Paper presented at the international conference of the learning sciences, Mahwah, NJ.

    Google Scholar 

  • Whitehouse, K. (2005). Wed-enabled simulations: Exploring the learning process. Educause Quarterly, 28(3), 20–29.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Leonard A. Annetta .

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Springer Science+Business Media B.V.

About this chapter

Cite this chapter

Annetta, L.A., Folta, E., Klesath, M. (2010). The Power of Serious Games in Education and Why We Are at a Critical Crossroads in Distance Education. In: V-Learning. Springer, Dordrecht. https://doi.org/10.1007/978-90-481-3627-8_3

Download citation

Publish with us

Policies and ethics